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{{game icons|p2=y}}
{{game icons|p2=y}}
[[File:WarPath.png|thumb|300px|Stage preview.]]
[[File:WarPath.png|right|thumb|300px|Stage preview.]]
'''War Path''' is the second [[2-Player Battle]] stage in {{p2}}. Unlike other stages, players start with only one of each [[spray]] type on this map, instead of two.
The '''War Path''' is the second [[2-Player Battle]] map. Unlike other maps, players start with only one of each [[spray]] type on this map, instead of the usual two.


The [[cave]] is designed around tightly knit corridors, placing players' bases in close proximity to each other. Each layout makes use of concrete rooms and pipe corridors, scattering [[Snow Bulborb]]s and [[Female Sheargrub]]s along the map. The first layout connects both bases with a concrete corridor, the second layout connects both bases with a trapezoid-shaped room and an independent corridor flank route, the third layout places both bases next to each other, and spaces yellow marbles along the corridors on the outskirts of the layout.
== Level information ==
== Level information ==
*'''Theme''': Concrete
*'''Theme''': Concrete
*'''Enemies''':
*'''Enemies''':
**{{icon|Female Sheargrub|y}}
**[[Snow Bulborb]]s
**{{icon|Shearwig|y}} (under marbles)
**[[Female Sheargrub]]s
**{{icon|Snow Bulborb|y}}
**[[Shearwig]]s (under marbles)
*'''Obstacles''':
*'''Hazards''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**None
**None
*'''Plants and fungi''':
*'''Plants''':
**{{icon|Pellet Posy|y}}
**None
*'''Others''':
*'''Others''':
**None
**12 [[Pellet Posies]]


{{sublevel technical
{{sublevel technical
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|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = vs_5_conc.txt
|unitfile    = vs_5_conc.txt
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|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =  
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 1 (1/3 chance)
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 1
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_4x4a_4_conc|Room with 4 exits (× 2)
  |room_4x4a_4_conc|Room with 4 exits (x2)
  |room_vs_hitode3x3m_5_conc|Room with 4 exits and 2 walls (× 1)
  |room_vs_hitode3x3m_5_conc|Room with 4 exits and 2 walls (x1)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 2 (1/3 chance)
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 2
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_4x4a_4_conc|Room with 4 exits (×2)
  |room_4x4a_4_conc|Room with 4 exits (x2)
  |room_4x4b_4_conc|Room with 4 exits (×1)
  |room_4x4b_4_conc|Room with 4 exits (x1)
  |item_cap_pipe|Dead end with item (×2)
  |item_cap_pipe|Dead end with item (x2)
  |item_cap_conc|Dead end with item (×2)
  |item_cap_conc|Dead end with item (x2)
  |wayl_pipe|Turning corridor (×3)
  |wayl_pipe|Turning corridor (x3)
  |cap_conc|Dead end (×4)
  |cap_conc|Dead end (x4)
}}
{{sublevel units
|way4_conc|Four-way crossing (×1)
  }}
  }}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 3 (1/3 chance)
{{!}}-
  {{sublevel units
  {{sublevel units
  |room_4x4b_4_conc|Room with 4 exits (×2)
  |way4_conc|Four-way crossing (x1)
|item_cap_conc|Dead end with item (×2)
|wayl_pipe|Turning corridor (×4)
|way2_pipe|Corridor (×8)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Random units
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |cap_conc|Dead end
  |room_4x4b_4_conc|Room with 4 exits (x2)
  |item_cap_conc|Dead end with item
  |item_cap_conc|Dead end with item (x2)
|way3_conc|Three-way crossing
  |wayl_pipe|Turning corridor (x4)
|way4_conc|Four-way crossing
  |way2_pipe|Corridor (x8)
|way2x2_conc|Straight corridor
|item_cap_pipe|Dead end with item
}}
{{sublevel units
  |wayl_pipe|Turning corridor
  |way2_pipe|Corridor
|room_4x4a_4_conc|'''Room with 4 exits'''
|room_4x4b_4_conc|'''Room with 4 exits'''
|room_vs_hitode3x3m_5_conc|'''Room with 4 exits and 2 walls'''
  }}
  }}
}}
}}
The [[cave]]'s design is very basic. The rooms are simple squares connected together with metal 'pipes' or short alleys. The floor is made out of sand or partially out of metal, such as the before mentioned pipe-like corridors.
Many helpful cherries drop down from the unknown into your base if the battle takes too long. A lot of the roulette enemies such as the [[Withering Blowhog]] will keep your enemy busy, meaning you can go and hunt for yellow marbles, but only if you're willing to take a risk. Your opponent may attempt to steal your cherries whilst you're absent. Keep track of your cherries and more importantly your marble in order to keep the battle steady.
Not many enemies are seen here, making it arguably the easiest of the 2-player battle arenas.
Not a lot of the configurations have very much space between you and your opponent, making it possibly one of the smallest locations in 2-Player Battle; [[Dim Labyrinth]] probably being the largest.
Be aware of the occasional boulder that may drop from the sky in certain areas, particularly near the locations of yellow marbles.
One strategy to win is to sneak through the pipes and grab their marble while they are away. Be careful though because they cannot carry the marble back through the pipe but through the connected squares and they will be very open for attack.


== Strategies ==
== Strategies ==
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Image:War Path.png|Battle in the War Path.
Image:War Path.png|Battle in the War Path.
</gallery>
</gallery>
==Names in other languages==
{{Needs translation|French}}
{{Foreignname
|Jap  = せま〜いコース
|JapR  = Sema~i Kōsu
|JapM  = Narrow course
|Fra  = Voie Minée
|FraM  =
|Spa  = Senda Bélica
|SpaM  = War Path
|Ita  = Via di guerra
|ItaM  = Path of war
|ItaN  = A literal translation of the English ''War Path'' that doesn't sound very natural.
|Ger  = Kriegspfad
|GerM  = War Path
|notes = y
}}


{{2PB}}
{{2PB}}

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